// Use this for initialization
    void Start()
    {
        movementScript = GameObject.FindObjectOfType(typeof(spt_monsterMovement)) as spt_monsterMovement;
        motivationScript = GameObject.FindObjectOfType(typeof(spt_monsterMotivation)) as spt_monsterMotivation;

        writer = new StreamWriter("DataDump/aiSnapshotDataDump.txt");
        writer.WriteLine("Datetime,Elapsed Time (in Seconds),Current Waypoint,Anger Level");
        InvokeRepeating("snapshot", 1, 1);
    }
    // Use this for initialization
	void Start () {
        rend = GetComponent<Renderer>();
        rend.enabled = false;

        monster = GameObject.FindObjectOfType<spt_monsterMovement>();

        if (isFlashlight)
            data = new spt_flashlightClass(angerNum, rend);
        else
            data = new spt_baseAngerClass(angerNum, rend);

        // toggles the visibility of objects on an interval (for testing purposes)
        InvokeRepeating("toggleVisibility", visibleToggleInterval, visibleToggleInterval);

        // Performs the "per-tick" calculations needed on actions with a duration (like the flashlight).
        InvokeRepeating("incrementTimer", data.getDuration(), data.getDuration());
	}
    // Use this for initialization
    void Start()
    {
        movementScript = GameObject.FindObjectOfType(typeof(spt_monsterMovement)) as spt_monsterMovement;
        animationScript = GameObject.FindObjectOfType(typeof(spt_monsterAnimations)) as spt_monsterAnimations;
        if (!isServer) return;

        players = getHost();

        // Sets the initial anger level of the monster to zero.
        angerLevel = 0;
        isAttacking = false;

        //Begins the gradual anger depreciation over time.
        InvokeRepeating("angerDepreciation", 1, 1);

        GameObject[] _players = GameObject.FindGameObjectsWithTag("Player");
    }